From: Branan R. <br...@gm...> - 2008-11-07 20:53:51
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OK, it's time to start thinking about the tutorials, an how they should be implemented. The biggest issue I see is with the large amount of "stuff" that has to be taught before a working application can be created. At a minimum, context creation, vertex buffers, and shaders need to be taught all at once. After that, there are a number of options. I think 3D transformations needs to be covered early, followed by texturing and then off-screen rendering (FBOs). I also think we should have tutorials on GLX, WGL, and whatever the Mac OS X interface to OpenGL is called. I'm not sure if we should include tutorials on various techniques or not - there are many different lighting equations, should be include a tutorial on Lighting, or leave that to the outside world? Here's my proposed progression so far: Tutorial 0: Introduction to OpenGL, introduction to the boilerplate code Tutorial 1: Buffer Objects, Shaders, Projection matrices (can just be mentioned, doesn't need to be explained) Tutorial 2: Rotation, Translation, Scaling Tutorial 3: Texturing Tutorial 4: FBOs and Offscreen Rendering Tutorial A: GLX Tutorial B: WGL Tutorial C: OSX Branan |